Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "unlitgeneric_vs20.inc"
#include "modulate_ps20.inc"
#include "modulate_ps20b.inc"
#include "cpp_shader_constant_register_map.h"
#if !defined( _X360 ) && !defined( _PS3 )
#include "modulate_ps30.inc"
#include "unlitgeneric_vs30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "cloak_blended_pass_helper.h"
static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX9 )
BEGIN_VS_SHADER( Modulate_DX9,
"Help for Modulate" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
// Cloak Pass
SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
return 0;
}
// Cloak Pass
void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
{
info.m_nCloakFactor = CLOAKFACTOR;
info.m_nCloakColorTint = CLOAKCOLORTINT;
info.m_nRefractAmount = REFRACTAMOUNT;
}
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
{
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{
if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
return true;
else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
// else, not cloaking this frame, so check flag2 in case the base material still needs it
}
// Check flag2 if not drawing cloak pass
return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
bool IsTranslucent( IMaterialVar **params ) const
{
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{
if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
// else, not cloaking this frame, so check flag in case the base material still needs it
}
// Check flag if not drawing cloak pass
return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
}
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
// Cloak Pass
if ( !params[CLOAKPASSENABLED]->IsDefined() )
{
params[CLOAKPASSENABLED]->SetIntValue( 0 );
}
else if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
InitParamsCloakBlendedPass( this, params, pMaterialName, info );
}
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
}
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
InitCloakBlendedPass( this, params, info );
}
}
SHADER_DRAW
{
// Skip the standard rendering if cloak pass is fully opaque
bool bDrawStandardPass = true;
if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
if ( CloakBlendedPassIsFullyOpaque( params, info ) )
{
bDrawStandardPass = false;
}
}
// Standard rendering pass
if ( bDrawStandardPass )
{
bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
bool bWriteZ = params[WRITEZ]->GetIntValue() != 0;
BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
SHADOW_STATE
{
if( bMod2X )
{
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
}
else
{
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
}
if ( bWriteZ )
{
// This overrides the disabling of depth writes performed in
// EnableAlphaBlending
pShaderShadow->EnableDepthWrites( true );
}
unsigned int flags = VERTEX_POSITION;
int numTexCoords = 0;
int userDataSize = 0;
if( params[BASETEXTURE]->IsTexture() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
numTexCoords = 1;
}
if( bVertexColorOrAlpha )
{
flags |= VERTEX_COLOR;
}
// HACK: add 1 texcoord if these verts are too thin (to do with how we
// bind stream 2 - see CShaderShadowDX8::VertexShaderVertexFormat)
// FIXME: instead of this, don't add stream 2 elements to all vertex decls!
if ( !( flags & VERTEX_COLOR ) && ( numTexCoords == 0 ) )
{
numTexCoords = 1;
}
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, userDataSize );
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColorOrAlpha ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( modulate_ps20b );
SET_STATIC_PIXEL_SHADER( modulate_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( modulate_ps20 );
SET_STATIC_PIXEL_SHADER( modulate_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
else
{
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColorOrAlpha ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_STATIC_PIXEL_SHADER( modulate_ps30 );
SET_STATIC_PIXEL_SHADER( modulate_ps30 );
}
#endif
// We need to fog to *white* regardless of overbrighting...
if( bMod2X )
{
FogToGrey();
}
else
{
FogToOOOverbright();
}
pShaderShadow->EnableAlphaWrites( bWriteZ && bFullyOpaque );
PI_BeginCommandBuffer();
// set constant color for modulation
PI_SetModulationVertexShaderDynamicState();
PI_EndCommandBuffer();
}
DYNAMIC_STATE
{
if( params[BASETEXTURE]->IsTexture() )
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
}
// We need to fog to *white* regardless of overbrighting...
if( bMod2X )
{
float grey[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
pShaderAPI->SetPixelShaderConstant( 0, grey );
}
else
{
float white[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
pShaderAPI->SetPixelShaderConstant( 0, white );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
float vVertexColor[4] = { bVertexColorOrAlpha ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( modulate_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20 );
SET_DYNAMIC_PIXEL_SHADER( modulate_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
else
{
TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode();
if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
{
pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
bool bHasDisplacement = false; // TODO
float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions );
// JasonM - revisit this later...requires plumbing in a separate vertex texture param type??
// bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
// if( bHasDisplacement )
// {
// pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
// }
// else
// {
// pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK );
// }
}
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( modulate_ps30 );
}
#endif
}
Draw();
}
else
{
// Skip this pass!
Draw( false );
}
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
}
END_SHADER